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DemonDaddy

DemonDaddy

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DemonDaddy
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  • Don't do it myself but I see and understand why it happens. Its the least effective method for points but can help eliminate problem survivors. If you run the killer for 1-2 gens he knows that another chase is not worth the time. Yes the team gets more gens done, but the killer gets:
    1. A proved threat out of the way
    2. Secures the kill and sacrifice points
    3. Has hindered  the team if gens weren't powered through and saves failed

    The new system will help noobie killers to work on hunting and chase. It will not regardless of how many points you take stop a troll/toxic player from messing with you. If the killer is in your face slapping you, its not about points anymore.

  • The whole point of the game is the killer being an imposing force hunting you. Why complain about a challenge,  why not conquer it with skill? Easy wins are for mobile games. No shame losing if you can learn from what went wrong and sometimes they are just better from experience. 
  • We get points whether we survive or not. The emblem only provides 1 point more for the pip requirement if you survive. As long as you last 9 minutes your focus is better spent on other emblems to pip and gain bp. 
  • The perk is fine, its the current crows that are trash. Damn near have to slap one to get a reaction sometimes. 
  • Myers, everybody else gives a huge warning with tr but he can get right up on you if you don't have good fov. 
  • The only thing that bothers me about survivor is none of the horror aspects really come through, I feel way to comfortable.
  • Unfortunately to many complained after emblems and now here we are. Now we got easy pips so players feel good even when they did poorly and rank lock so resets are not so damning for noobs. Add to this we now have people posting their intentions to no longer rank up. Emblem idea was fine but the rank progression still needs work to sort skill from participation. 
  • Why do people always bring up staring at gens. Honestly if the Dev's went forward with the idea I have to believe that very issue would get addressed. Again I say the option (not mandatory) would be great as a survivor. I want some tension in a match, watching the killer and ignoring things like fog make core aspects feel underwhelming. A hook feels more desevered for the killer if they were able to get the drop on me, which in turn makes it feel like a horror movie when compared to the chases.
  • Not gonna happen, but oh how nice it would be for killer to get some control over gens 
  • @Damarus
    If the new system passes the ptb,  campers will be forced to patrol an Outer Perimeter. The post is in regards to objective balancing which is directly in Survivor favor. Every action a killer takes provides more time for survivors where the reverse is not true. I'm not saying it's an impossible for Killers to win, the game would be truly broken if that were the case. My point is for an asymmetrical game the rolls seem to be backwards in terms of time pressure and map control.
  • I don't think I have ever seen anything in the horror genre where the killer is frantically runnining around essentially screaming "Don't touch my stuff". Survivors are the ones applying map pressure and the killer is constantly in a state of search and reaction. The killer's main focus is an act which directly counters their attempts to extend the matches length. Survivors on the other hand have Synergy with all of their actions; doing genes and extended chases all help to shorten the game, even healing helps to divert killer focus on time management. Nothing against survivors for completing objectives, but killer needs that feel of synergy for their actions as well
  • Suicide Squad: revenge of the Jukes 
  • Radiant said: 

    If you take away the chance to escape through the hatch, the last 1 or 2 survivors of a screwd match will just go to the killer to end the match asap or disconnect.

    Good let the game log a dc, as killer I don't care that you escape, I'm tired of survivors waiting for me to go afk to prevent the grab/holding the game. Take the risk and end the game, nobody likes a smug tbagger.
  • Those sound pretty good. Survivors  shouldn't be discouraged from breaking them, just cautious as to when its most beneficial.
  • Would like it as an option, horror aspect really doesn't come through when the survivor can spin their head like in the Exorcist ( which is a weird statement in itself)
  • Have a minor hex placed on the survivor that broke it. Nothing crazy just a small negative which differs based on the totem they destroy. The survivor is taking the hex from the group and placing upon themself for the good of the team. This would make breaking totems more of a decision based on how much pressure is being applied (ruin requires early game break vs noed which can wait til late game). Hell just up the reward so the burden is worth the risk for the selfless survivor.
  • Break the stalemate by having to open it. Everything can stay the same until end game rework, just have last survivor able to open without a key. You find it first no issues. Again just a simple tweak until the Dev's give us what they have planned.
  • With survivor perks able to benefit teammates as well as yourself, I don't think a 5th perk for killers is beyond reason. 1 perk for every 4 survivor perks and a final perk because your solo.
  • @The_Crusader said:

    @projecteulogy said:

    @Justicar said:

    @projecteulogy said:
    Survivors have two choices. "Immersed" Stealth or "Brain dead" looping. Currently, playing Stealth(how i like to) yields next to no BP/Pip. Looping grants survivors tons of Bloodpoints. There's no denying it. There's more than 1000 videos on Twitch and Youtube proving this.

    They're removing even more pallets on the PTB and "balancing" it with making hooks spawn ONLY outside of 24m of each other unless Offerings are used. Point is, killers ######### about Genrushing and Looping.. the only 2 tools a survivor has to "win" the game. Meanwhile, killers resort to slugging to prevent any sort of hatch escape and/or tunnel and camp survivors they find a "threat".

    What exactly do you want survivors to do? Just stand there and let you down them thus creating a killer's version of a M1 Simulator? lol Until the developer actually gives a ######### about Looping, you're stuck with it.

    I personally prefer playing stealthy, partly because I'm bad at looping, but mostly because I prefer that form of gameplay. Unfortunately, this game greatly promotes looping over stealth, so it feels like self-gimping. I'd really like to see do a pure gameplay update that expands survivor objectives and gameplay options instead of just adding another killer/survivor combo.

    See this is exactly what i'm wanting. Instead the killer AND survivor community calls people "bad" because they can't/don't loop. Its a trashy tactic that i can't stand when I play killer. So why adopt it and join the crowd? Instead, i'd like to see the developer at least add a Stealth Category(Evader is not Stealth. End of story lol) and a similar one for killers.

    Looping needs to be dissolved and camping/slugging needs to be deterred in some way

    This is what I've always thought. I like Urban evasion as a survivor AND as a killer. I think it's good when survivors play stealth, it leads to some epic moments when you're behind a tree and the killer walks right past without noticing you and you're heart is beating.

    Or when a survivor breaks line of sight and somehow disappears behind a wall with a juke, that impresses me.

    Running around a loop in comparison takes minimal skill and sadly is one of the most effective things a survivor can do.

    I said on the survey that they need to move away from looping and move towards helping survivors break line of sight or hide.

    I said almost the exact same thing! More than just lockers to hide in.. Inside and Under cars on Haddon. Dumpsters, etc. OH BOY MORE ORANGE LOCKERS.. meh

    @DemonDaddy said:
    Sorry survivors but aura perks don't work how you think. Every perk has conditions that must be met before activating, thus your argument against stealth only applies when you create that condition. Lets not pretend killer have omnipotent vision from the start, we have to work hard to earn a few seconds of it.

    What are you even talking about? You do realize a lot of us play both sides of the field right? Rancor, you don't have to do anything but let survivors do gens. BBQ, you hook someone. So how is you hooking another survivor my fault? Yeah totally hard work there fam. But this discussion isn't about aura reading perks..But since you wanna go there.

    BBQ and Chili,Bitter Murmur, Territorial Imperative(even tho it sucks), Deerstalker, Nurses Calling, Rancor, Blood Warden... then you have addons like Shape's Scratched Mirror and Wraith's All Seeing Spirit... Most of these don't require the Killer to do anything but lack map presence. But its not how we think they work lol ok.


    Sorry for going off topic, I was responding to a statement above and the quote didn't go through. I have seen a lot  of complaints about how stealth isn't possible due to aura and now looping is more difficult. I won't argue that some perk/addons don't require the killer to act, but all do have conditions or drawbacks. Also never said its your fault a teammate gets hooked, your only obligation is to work around their shortcomings. 
  • CoolAKn said:

    @DemonDaddy said:
    Not gonna claim I win every game, but when I do win it is because of stealth every time. The only way aura reading kills stealth is if it is a constant ability with no with no way to break the visual. The only way that happens is when the survivors play right into a build and refuse to adapt.

    Just curious, what build to you typically stealth with? I am currently running Dwight, and the only "stealth" perk I have access to is Spine Chill. I am slowly trying to get all of the teachable perks. Right now, only Bond is unlocked.

    I run Technician , self-care, sabotage and leader. I don't have many of the meta perks, but technician has allowed me to go unnoticed more times than I can count
  • Not gonna claim I win every game, but when I do win it is because of stealth every time. The only way aura reading kills stealth is if it is a constant ability with no with no way to break the visual. The only way that happens is when the survivors play right into a build and refuse to adapt.
  • Again most of those have conditions; range within tr, survivor has to trigger, killer has to tag/ stalk you. There are few if any circumstances that allow the killer to just see you without an interaction of some type. In regards to addons, yes there are some powerful one but those are lost after every game. Killers are not able to spam these to make a consistent issue, so please don't claim survivors are incapable of stealth or other counter measures.
  • Sorry survivors but aura perks don't work how you think. Every perk has conditions that must be met before activating, thus your argument against stealth only applies when you create that condition. Lets not pretend killer have omnipotent vision from the start, we have to work hard to earn a few seconds of it.
  • Because he is so strong survivors need the help ;)
  • Williamz said:

    @DarkWo1f997 said:
    So if I get a 4k as Freddy, he needs to be nerfed? You want to always win? The image above is what real difficulty looks like. 

    Nurse and Freddy are very difficult to play efficiently for a lot of people. Those who train extensively to work around their killer of choice’s shortcomings are rewarded. That’s literally how every skillbased game ever, works. 

    You train, you cover your weak points, and you become efficient. You need to stop crying and learn to stop running straight and moving predictably. As you’re making it easy for him to whack you. 

    I bet you’re the type to blow a skill check on a gen five times, and wonder why the killer found you as you cry that you’re being tunneled. 

    WORD OF THE DAY: STEALTH. 

    Judging by the survivor with 5k points the match went down hill pretty quickly and the survivors don't have any meta perks asides from sprint burst and self care. Sorry but the screenshot means nothing. Show footage and it might be barely considerable.

    On topic at hand, Nurse does need a nerf. He might be rank 14 but what I expect would be different in his opinion. It's not even a nerf tbh, It's a bug fix. They need to fix the issue where she can still hit you after a pallet stunned blink. I'll be submitting a bug report on that later.

    @DemonDaddy said:
    Apply more stealth, she is only strong if your in chase. Plan your gens and stay out of sight. 
    +please don't use BBQ as an excuse,  only works if somebody is spotted and hooked

    The entire aspect of the game is eventually someone will be caught. Four man stealthing is unheard of. Have you ever played survivor? BBQ is a ridiculously powerful perk that actually needs to be changed as well. It's a incentive to move when there is four survivors alive which I agree with but once there is three or less survivors alive it's far too strong.

    Never said 4 man stealth, I was talking about individual concern. You can't control your team so focus on you. If BBQ is such a problem then play like its always in effect: gauge your distance when somebody is downed to cancel the aura, count the time then move/switch directions, or use a gen for cover. Lastly please don't complain about it only getting harder as teammates die, that is exactly how the game is designed to progress. Sometimes the killer is just better than you, no shame in a lose.
  • Why do survivors get mad about not being able to extend the chase? Your goal is to break line of sight and get away, not lead the killer on a moon lite stroll.
  • Survivors dislike the fact that looping is the least effective method for evading her. New killers find it frustrating to overshoot then lose visual everytime a mistake is made. You got skills, props to you, other people still have to practice.
  • Don't want to sound like im asking for more ques or promps for help. Just mentioning a feature that feels under utilized. I started before crows were reduced and liked how a map feature interacted with play. Killer's want to slow the pace of matches and Dev's don't want to increase gen time. I figure having obstacles spread around that both parties can benefit from is a better direction then time adjustments. Don't even care if its anything close to what I suggested.
  • I agree that ranks are suffering because of this. Its just sad cause so many complained emblems were to difficult and the Dev's lowered the bar. Now we got rank lock, which is great idea to counter trolls, but its forcing people where they don't belong.
  • Even if it's not a competitive mode add as an additional feature to kill your friends
  • BigBang said:

    My feedback is: I loose around 80% of my games VS those killers (I dont count the last one escaping by the hatch. That's a win for you ? Oo).

    HillBilly one shot erverybody, and they all have tooooooo much map control. Versus non-pro player like me, this is WAY too hard.

    That's supposed to be balenced ?

    Practice in kill with friends, find what works for each and the various perk combos. No killer is unbeatable, its a matter of skill and knowledge of your opponent 
  • Apply more stealth, she is only strong if your in chase. Plan your gens and stay out of sight. 
    +please don't use BBQ as an excuse,  only works if somebody is spotted and hooked
  • Feeling satisfied with my performance. Sometimes they are just better, no shame if you can atleast hold your own for awhile.
  • In a serious game as killer; is it ever a good idea to stand idle for anything other than defense of a gen or hook? Like most killer perks it is very situational and the killer has to commit for the sake of time management. 
  • Everybody above pretty much covered it. The only valid complaint I saw was gens, but that is a matter of strategy. Survivors should get an idea of placement before just knocking them out, that's how you prevent a gen trifecta.
  • Not a fan of the emblem change. Don't care about the camping aspect, people will do this regardless. I'm more concerned how this will effect perk playstyle like devour hope and make your choice. Survivors (especially bp farmers) will start rushing to the hook the moment somebody is up. Expect to see this stop activating as you wont be getting far enough before an unhook occurs. 
  • I Don't waste my perk slots on hex totems
  • Rancor, colorphobia(clown) , sloppy butcher, remember me

    Keep the obsession on the ground as bait, best part is you don't have to Camp because it doesn't matter if they get up
  • Never noticed until recently. I've been playing survivor while waiting for reworks to killers. 
  • Don't get upset because the killer holding a murder weapon says "lets be friends" then kills you anyway. You wouldn't trust Charles Manson with a butcher knife would you? But it's alright he looked at you with his cold unfeeling eyes and said you're my best friend.

  • I like to mess around with wraith and builds as well. Now I'm pipping without hooks and minimal effort in chase. Don't really care about pips or rank, but this could be a problem for new players that are being pushed to higher rank before they are ready. This wouldn't matter so much if rank didn't lock you in, but thank you depipers. 
  • Stay mindful of where the gens pop and try to spread the gens. If the killer is safe guarding your gonna have to tap them and watch for a patrol pattern.
  • I gen hop for more points, easier to get an iridescent emblem if the killer kicks em a few times. But survivors need to leave when gates are open, not fun for anybody when stuck in a finished match.
  • Screw camping its a waste of my time, but tunneling  I have seen the situation create itself. Survivor are just plain good (no hate), and match plays out with vary few hooks, that one survivor whom usually has the worst stealth is getting all the love. Not camping but forced to defend the hook. Survivor side only gets to see one teammate get hammered and punished.
  • Survivors are going to run anything to get the win and toxic players will use whatever they can to pressure you. Tunneling and camping will always be there because some killer would rather secure the kill. The idea of balance is there and only encourages survivors to play smarter as chase is suppose to be the worst situation to be in. This won't stop looping, but instead make the skills nesasary to do so more vital as the first hit will have more impact on time spent. Finally medkits should be the primary means of healing, perks are the bandaid in an emergency situation.
  • Doesn't break any rules, but does break the spirit of toxic survivors.
  • Its called skill, get some, learn some, better yet earn some. Its not unplayable, its a game without AI so the same tricks won't keep you safe. If you can't win your way try something different.
  • I'd like the chance to play this. Right now there is literally no differences between injured and full health other than an extra chance to run. And this is a balanced suggestion that doesn't hinder play just reinforces time management,  something survivor is sorely lacking.
  • Hate the larger maps like swamp, the travel time as killer is horrible. 
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